/*
 * Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
 *
 * This software is provided 'as-is', without any express or implied
 * warranty.  In no event will the authors be held liable for any damages
 * arising from the use of this software.
 * Permission is granted to anyone to use this software for any purpose,
 * including commercial applications, and to alter it and redistribute it
 * freely, subject to the following restrictions:
 * 1. The origin of this software must not be misrepresented; you must not
 * claim that you wrote the original software. If you use this software
 * in a product, an acknowledgment in the product documentation would be
 * appreciated but is not required.
 * 2. Altered source versions must be plainly marked as such, and must not be
 * misrepresented as being the original software.
 * 3. This notice may not be removed or altered from any source distribution.
 */

package org.box2dflash.collision.shapes {
	import org.box2dflash.common.Internal;
	use namespace Internal;

	/// This holds contact filtering data.
	public class FilterData {
		public function get copy():FilterData {
			var copy:FilterData = new FilterData();
			copy.categoryBits = categoryBits;
			copy.maskBits = maskBits;
			copy.groupIndex = groupIndex;
			return copy;
		}

		/// The collision category bits. Normally you would just set one bit.
		public var categoryBits:uint = 0x0001;
		/// The collision mask bits. This states the categories that this
		/// shape would accept for collision.
		public var maskBits:uint = 0xFFFF;
		/// Collision groups allow a certain group of objects to never collide (negative)
		/// or always collide (positive). Zero means no collision group. Non-zero group
		/// filtering always wins against the mask bits.
		public var groupIndex:int = 0;
	}
}	
